Dabbling with something new for the turns list. What do people thing about potentially running mana rocks in the list to accelerate in the more critical turns.
Right now I'm thinking the list does not have a hell of a lot to do on turn 2 except remand or cantrip, and typically the deck is just going to combo off as soon as it hits critical mass of mana to cast stuff. With the addition of Mystic Sanctuary it is almost like we now have 4 extra timewalks in the list anyway, so instead of using snapcaster to recycle stuff maybe it makes more sense just to ramp into the combo.
A turn 2 signet will lead to a turn 3 Jace or cryptic, and a turn 3 signet may very well mean you have remand mana up into a turn 5 timewarp, or you can play that and a howling to really turn the screws.
I think it is worth testing, I am just unsure which rock is better in a mono blue deck. Im pretty well convinced it needs to be a 2 CMC one.
- Signet has no pain involved, but not as good when you dont make your subsequent land drops
- Talisman is better if you come up short on lands, but the pain points will rack up if you tap it for colored mana too often
- Guardian idol is a win con, though slow, that is mostly immune to removal if you play it right, but the slowest and clunkiest mana rock for accelerationl
- Mindstone draws once no longer useful, but do you need more of that in this list
-
Fires is cute, but I think it is vulnerable to getting blown out if your fires gets countered on a critical turn 4. I'm still preferring the mono blue version because sanctuary brought so much power to the deck. Being able to turn 3 exhaustion, turn 4 Sanctuary, serum visions, exhaustion is just so strong that I don't see you need to splash colors at all.
I'm also still loving running a singleton Tempest Djinn main deck and one in the side, because most burn can't remove it, and players are going to be inclined to side out removal against a deck with 1 creature anyway. I have had games where I landed a Djinn on turn 3 and just subsequently won off it swinging every turn without me even getting my combos off and instead relying on counters and extra turns like some sort of modified delver list.
I do not think this card needs all that much support outside of what the deck is already looking to do. Infinite loops are cute but really just having howling mine effects and walkers in play plus this to recycle extra turn cards will get you where you are going pretty quick. This card is even an island for tempest djinn so you can just close the game out in 2-3 swings.
I play mono blue turns right now and I'm thinking I'm going to swap in fetches and 2 copies of these minimum. Honestly I'm on the fence about fetches because of the lifeloss and the fact that you will naturally draw these when you need them later on if the game goes line, but they work with Jace and narset as well so it's worth a shot.
This feels like a total game changer to me. Fetchable topdeck tutor that slows your self mill and guarantees a timewalk seems STRONG. I don't think I want to use 4 because I don't imagine I'll ever need that many but 2 of them plus 6-7 fetches seems correct.
I like Narsets reversal maybe as a sideboard option. It can act as a 5th remand early on in some match ups, and there are certainly some match ups where it is just plain better, like any deck that uses spell based ramp spells, but it is far too match up specific to work out as a main deck option I think. Using it to copy our own spells feels winmore to me and can make you vulnerable to some tricks.
There are a surprising number of playable cards in this new set, to the point where I am actually struggling to find room. Fortunately a lot are legendary so you can get away with running singletons.
Right now I'm trying to find room for:
1 x God-Eternal Kefnet
1 x Narset, Parter of Viels
1 x Dovin, Hand of Control
0-1 x Saheeli, Sublime Artificer
sideboard 0-1 x blast zone
sideboard ??? - Ashiok, Dream Render (turbofog sandbag maybe)
I think I have room to cut one of my Part the waterveils since Kefnet will help make up for 1 fewer timewalk and they are both late game. The rest of it i really need to evaluate my list.
I have been running Tempest in the main as a singleton for some time just as a variety pick for wincons, since this deck can see most of its cards in short order. There have been a handful of matches where he just gums up the ground long enough that once you get going in the air you just win.
He is usually the first thing to get sided out for hate though, in any match that I know he does not add a ton of value. I have considered running a copy in the sideboard as well but I think 4 copies is way overkill as it just activates to much removal your opponent may have. The absolutely best turns with Tempest in my plays have been if you flip a miracle walk on turn 5 for 2 mana and you play the Jin that turn.
Right now I'm thinking the list does not have a hell of a lot to do on turn 2 except remand or cantrip, and typically the deck is just going to combo off as soon as it hits critical mass of mana to cast stuff. With the addition of Mystic Sanctuary it is almost like we now have 4 extra timewalks in the list anyway, so instead of using snapcaster to recycle stuff maybe it makes more sense just to ramp into the combo.
A turn 2 signet will lead to a turn 3 Jace or cryptic, and a turn 3 signet may very well mean you have remand mana up into a turn 5 timewarp, or you can play that and a howling to really turn the screws.
I think it is worth testing, I am just unsure which rock is better in a mono blue deck. Im pretty well convinced it needs to be a 2 CMC one.
- Signet has no pain involved, but not as good when you dont make your subsequent land drops
- Talisman is better if you come up short on lands, but the pain points will rack up if you tap it for colored mana too often
- Guardian idol is a win con, though slow, that is mostly immune to removal if you play it right, but the slowest and clunkiest mana rock for accelerationl
- Mindstone draws once no longer useful, but do you need more of that in this list
-
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
I'm also still loving running a singleton Tempest Djinn main deck and one in the side, because most burn can't remove it, and players are going to be inclined to side out removal against a deck with 1 creature anyway. I have had games where I landed a Djinn on turn 3 and just subsequently won off it swinging every turn without me even getting my combos off and instead relying on counters and extra turns like some sort of modified delver list.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
I do not think this card needs all that much support outside of what the deck is already looking to do. Infinite loops are cute but really just having howling mine effects and walkers in play plus this to recycle extra turn cards will get you where you are going pretty quick. This card is even an island for tempest djinn so you can just close the game out in 2-3 swings.
I play mono blue turns right now and I'm thinking I'm going to swap in fetches and 2 copies of these minimum. Honestly I'm on the fence about fetches because of the lifeloss and the fact that you will naturally draw these when you need them later on if the game goes line, but they work with Jace and narset as well so it's worth a shot.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
This feels like a total game changer to me. Fetchable topdeck tutor that slows your self mill and guarantees a timewalk seems STRONG. I don't think I want to use 4 because I don't imagine I'll ever need that many but 2 of them plus 6-7 fetches seems correct.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
Right now I'm trying to find room for:
1 x God-Eternal Kefnet
1 x Narset, Parter of Viels
1 x Dovin, Hand of Control
0-1 x Saheeli, Sublime Artificer
sideboard 0-1 x blast zone
sideboard ??? - Ashiok, Dream Render (turbofog sandbag maybe)
I think I have room to cut one of my Part the waterveils since Kefnet will help make up for 1 fewer timewalk and they are both late game. The rest of it i really need to evaluate my list.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
He is usually the first thing to get sided out for hate though, in any match that I know he does not add a ton of value. I have considered running a copy in the sideboard as well but I think 4 copies is way overkill as it just activates to much removal your opponent may have. The absolutely best turns with Tempest in my plays have been if you flip a miracle walk on turn 5 for 2 mana and you play the Jin that turn.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.